Base Class: Fighter
The archetypal destroyer rules the battlefield through pure power. Each strike they make with their massive weapons contains prodigious force, and each blow is made with the intent to overpower. While destroyers come from all walks of life, fighting for various causes just or evil, they all leave destruction in their wake.
This is a subclass made for my campaign, taken from r/UnearthedArcana by u/HuaRong
Crushing Blows
When you choose this archetype at 3rd level, you learn how to concentrate the might of several attacks into a single strike. Once per turn, when you take the Attack action with a heavy melee weapon, you can add your strength modifier to the damage again.
Additionally, you can choose to forgo any number of extra attacks to empower your first attack. For each attack you forgo, your attack deals bonus damage equal to your weapon's dice + twice your strength modifier. If you forgo at least one attack, the target must make a Strength saving throw or be knocked prone.
Realization of Destruction
At 7th level you have increased your ability to wreck havoc on your surroundings. Your attacks deal double damage to objects and structures.
Disrupt tempo
At 1-th level, your attacks are powerful enough to disrupt the flow of combat for your opponents. When you hit an enemy with your Crushing Blows feature, that creature has disadvantage on its first attack against you until the end of its next turn.
Shattering Mountain
At 15th level, your strikes can shatter the earth. When you use your action to strike the ground or miss a Crushing Blow that is empowered by at least two forgone attacks, creatures other than yourself in a 5-foot-radius circle centered on your target must make a Strength saving throw or take damage equal to your weapon damage dice and be knocked prone. If you use your action, the radius is increased to 10 feet.
Break the Ranks
At 18th level, your attacks are great enough to scatter armies. When you make a Crushing Blow empowered by at least two forgone attacks, creatures adjacent to your target must make a Dexterity saving throw or take the same damage as your target and be knocked prone. If you forgo three attacks, the creatures have disadvantage on the save.
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